Ironvoid is a single-ship duel. You command one warship against one enemy warship on a hex plot, and the engagement runs until one of them is finished. This tutorial covers everything you need to fight your first battle.
| Hull | Character |
|---|---|
| Aegis | Terran Concord heavy cruiser. Two rift torpedoes and a wall of forward emitters. Turn mode 2, so she corners better than anything her size. Wants to be at range 3 or closer. The most forgiving hull to learn on. |
| Ravager | Kthari Dominion battlecruiser. Three disruptor lances that reach further than any other gun, plus missile racks. Turn mode 4 — she flies like a barge. Wants range 9 to 14 and hates being caught. |
| Solace | Veyra Ascendancy war cruiser. Plasma blooms that cannot be shot down, the deepest shields in the game, and the largest battery reserve. Slow. Wants to absorb the exchange and still be there afterwards. |
FIRE control on each mount.The shield rosette is the most important readout on the screen. It shows all
six facings at once: facing 1 is dead ahead, and the numbers run clockwise to facing 6 on
your port bow. A dark wedge is a facing that is nearly gone. Reinforcement bought this turn
shows as +n on top of the base value.
Every turn runs in the same order:
This is the heart of the game. Your reactor produces a fixed number of power points per turn. You must spend them before the turn starts, and whatever you commit is locked in for all eight impulses. Unspent power is lost.
| Line | Cost | Effect |
|---|---|---|
| Speed | 1 per point | Sets how many impulses out of eight you move on. Capped by your drive. |
| Weapon charging | varies | Cycle each mount between cold, standard, and overload. A cold weapon cannot fire. |
| Shield reinforcement | 1 per point | Added to a chosen facing, maximum 6 per facing. Expires at end of turn. |
| Shield repair | 2 per point | Permanently restores shield boxes, poured into your worst facing first. |
| ECM | 1 per point | Pushes enemy lances and torpedoes one range band further out per point. |
| ECCM | 1 per point | Cancels enemy ECM point for point. Capped by your sensors. |
| Batteries | 1 per point | Stored for use during the turn. Limited by battery capacity. |
Four presets across the top build a plan in one click: Standard Patrol (balanced), Alpha Strike (everything into guns), Evasive (speed and ECM), and Batten Down (shields and repair). Start with presets; adjust them once you can see what a turn costs.
Each weapon has three states. Cold costs nothing and cannot fire. Standard arms in one turn. Overload costs more, hits far harder, and cannot reach past a short range — and a rift torpedo needs a second full turn to build the overload before it will fire at all.
Speed is a schedule, not a distance. A ship at speed 8 moves on all eight impulses. A ship at speed 4 moves on four of them, spread evenly. A ship at speed 1 moves once, on the eighth impulse. The impulse ribbon under the plot marks the impulses you move on, so you can see exactly when you will be committed.
Turn mode is how many hexes you must travel in a straight line before you may change facing. The Aegis turns every 2 hexes; the Ravager needs 4. The panel tells you when the helm will answer.
A weapon can fire when it is charged, when the target is inside its arc, and when nothing blocks the line. Arcs are marked on each mount:
| Arc | Covers |
|---|---|
| FA | Forward, roughly the three hexsides ahead |
| P / S | Port beam / starboard beam |
| RA | Rear |
| 360 | All facings — light emitters only |
Click FIRE on a mount, or press the number key shown beside it. The panel
greys out any mount that has no solution, so if a button is dead the shot is not there.
Arc emitters roll damage on a range band table — brutal inside 1 hex, negligible past 16. Lances and torpedoes always do their full damage but need a die roll to hit, and that roll gets harder with range and with enemy ECM. Missile racks and plasma launchers do not fire at the enemy; they put a seeker on the plot that flies on its own.
Damage strikes the shield facing the shot came from. Reinforcement absorbs first, then the facing's own strength. Anything left over goes into the ship, and a weighted table decides what it hits:
| System | Consequence |
|---|---|
| Frame | Straight hull loss. At zero the ship is gone. |
| Reactor | Reduces the power you may allocate next turn. |
| Weapon | Knocks out a mount. It cannot fire until repaired. |
| Shield generator | Reduces how much repair and reinforcement you can apply. |
| Sensors | Lowers your ECCM ceiling and degrades gunnery. |
| Battery | Reduces stored power capacity. |
| Drive | Lowers your maximum speed until repaired. |
At the end of every turn each surviving ship patches exactly one damaged system, chosen at random from whatever is broken. Reactor output recovers 2 points; drive, sensors and batteries recover 1; or a knocked-out weapon mount comes back online. The log records it.
Frame damage is never recovered. Everything else is a race between the damage you take and the one repair a turn you are allowed.
You win when the enemy ship's frame reaches zero, or when its command deck has taken enough punishment that the crew strikes their colours. You lose the same two ways. If neither ship is finished within the engagement limit, the battle is recorded as broken off.
Every engagement ends with an after-action report: frame remaining, total shield strength absorbed, damage thrown, shots on target, and turns elapsed.
Ironvoid engagements are short and are played in one sitting, so the game does not write save data and stores nothing on your machine. To start over, press New Engagement on the after-action report, or reload the game from the library at any time.
| Key | Action |
|---|---|
| A / D | Turn one hexside to port / starboard |
| Space | Advance one impulse |
| R | Run out the rest of the turn |
| 1 – 9 | Fire the corresponding weapon mount |
| T | Cycle target between the enemy ship and inbound seekers |
| B | Draw on batteries |
| F | Toggle weapons free (computer-controlled gunnery) |
| Enter | Commit power, on the energy allocation sheet |
Everything on the keyboard is also on screen: the Port,
Starboard, Impulse, Run Turn,
Batteries, Weapons Free and Rules controls
sit in the command bar under the plot, and every weapon has its own FIRE button.
The Rules button opens a summary of everything in this tutorial without
leaving the battle.
docs/manual.pdf